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How can I set the folder where I save my games? I play the latest version of 0AD on both Linux and Windows 11 and would like to be able to decide where to save the files, if possible.
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DarkCorner joined the community
- Today
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Currently some characters of the Han civilization in 0AD do not exactly show the style of the Han Dynasty. I have made several models based on the pottery figurines and stone reliefs of the Eastern Han Dyansty (25 AD - 220 AD), as I wish to bring the clothing of the Han Dynasty to 3D based on archaeological documents. I use Marvelous Designer for designing clothing and use Blender for designing the rest. I may offer clothing models. I cannot offer human models and materials as they are restricted by licenses. For human models, perhaps you may offer base human models, so I can adapt clothing to them. I am not able to make animation or skeletons. So if you need a character to perform a specific action, I am not able to do that. Some pictures of the models I made are attached.
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Delenda Est doesn't restrict itself to the period 500 BC - 1 BC. This is why I am asking where do you want to create this thread because the framework is not the same. You seem to focus on the earlier periods of the Sarmatians. And to explain a bit the confusion about the various nomads, it is due to different interpretation from ancient and modern historians. Herodotus mentionned different tribes related to the Scythians, for him it seems they were the same ethnical group. The same for the Persians who seem to have mentionned various Scythian tribes (called Saka by the Persians) which seem to correspond to a very large area and very distant tribes. So for them, the Scythians or Sakas were related. For them, the Pontic Scythians, the Sauromatians, the Dahae, the Massagetae and other Saka tribes were labeled under the same name. In archaeology, it is sometimes called 'Scythian phenomenon' to avoid using the term of Scythian culture.
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Archaeological potpourri
Gurken Khan replied to Gurken Khan's topic in Introductions & Off-Topic Discussion
Here's an interactive online tool with 300,00 km of Roman roads: https://itiner-e.org/ -
jenyjack joined the community
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Buenos día, tardes o noches; -Me refiero a hacer un foro como este (sobre los escitas) en la sección "Delenda Est" pero para los sármatas.La información sobre las dos culturas está muy mezclada. Disculpen las molestias*
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Thank you - will give a try
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The next release will no longer use macOS proprietary OpenAL (deprecated and possibly now broken on Tahoe), but an open source alternative. You can try the latest test version from https://jenkins.wildfiregames.com/job/0ad-bundles/93/artifact/
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Correct, 26.1
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BwanaKevin joined the community
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All unit creation, animal, character, vessel, and building sounds are currently missing in my game, although attack sounds, the flare marker sound, and other effects still play normally. I am using a MacBook Air M1 and have already attempted a full reinstall of 0 A.D., including deleting all related files and even reverting to a previous version, but the issue persists. Despite these steps, no ambient or interaction sounds (such as movement or construction) are restored. No errors pop up either.
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Let me ask to an expert. @Stan` Have you ever seen that format? Another person you can ask is @nifa. Apparently with pluggings in Blender.
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I can find them, but how or with what program do I convert them to .CEM format? (That's the format the mod uses for models.) Another detail: I can only find objects separately, and in the 0D.C. editor, they're displayed both in parts and as a whole, but the zip file you mentioned only contains parts. And yes, you discovered this possible surprise (if I manage to extract it successfully, of course).
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I think I've seen you on the internet I mean on YouTube. https://youtube.com/@mapachin_escenarios3?si=Ibm7Qby8V7CdHmY0 You have two options: go to mods folder and unzip mod.zip or download the game code which already comes unzipped. Use blender to open our "meshes"(This is what 3D models are known as).
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Very chaotic and very clean The stones should be dirty, for a gigantic stone mine with steps and wooden structures it looks beautiful.
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OmnihearKaufen joined the community
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Mapachin Escenarios started following Extract game files
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I'll be honest and direct, I'm developing a mod as a hobby (Empire Earth Reforged, if you're wondering). I'd like to know if there's a process for extracting some models and converting them to a different format for use. I would, of course, give proper credit. I'd appreciate it if someone from the project could answer my question and perhaps support this fan project. I'd like someone from the project to answer my question and perhaps support this fan project. The link to the mod's page is: https://www.moddb.com/mods/empire-earth-reforged
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I'd say keep the entrance part, but remove the volcano. We've seen several artistic images of Kurgans, at least temporarily, having an entrance. For the stele, I think they should have a more regular pattern to their layout. For the rocks along the base, I think they look too chaotic right now. I agree there needs to be something to help the hill of the kurgan to blend with the existing terrain mesh and rocks are a good way to do it, it's just too chaotic looking right now. You are on the right track. I appreciate the attempt at some detail at the top, but in no reference or even artistic interpretation have I seen a pile of rocks at the top, though I am open to being wrong. You did a really good job UV mapping the grass on the hillside. Most of the other attempts from other artists have kinda failed at this detail. I appreciate the effort and would really like to see you keep iterating on this and making something nice. I'd also like it if you made a 2nd custom mesh for its foundation actor too, because as you've noted, it's quite a different construction from other buildings in the game.
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Mapachin Escenarios joined the community
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AlexHerbert started following Mod advice needed
- Yesterday
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@user1 host closed ranked game without surrending while he was about to lose. My lobby: XooXaan His lobby: k_im commands.txt
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How Compatible Are 0 A.D. Maps Between Versions?
Stan` replied to Perzival12's topic in Scenario Design/Map making
Nope and neither for R28. I usually did the work when porting hyrule, but i haven't done that in a while -
How Compatible Are 0 A.D. Maps Between Versions?
Perzival12 replied to Perzival12's topic in Scenario Design/Map making
Is there one to convert A26 to A27 yet? The two scripts are just A25 to A26. -
How Compatible Are 0 A.D. Maps Between Versions?
Stan` replied to Perzival12's topic in Scenario Design/Map making
https://code.wildfiregames.com/P232 And https://gitea.wildfiregames.com/Stan/pyrogenesis-migration-scripts -
I just added this to my mod. Thanks for the idea!
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How Compatible Are 0 A.D. Maps Between Versions?
Perzival12 replied to Perzival12's topic in Scenario Design/Map making
How? In the Scenario Editor? Text Editir doesn’t open .pmp files. Where can I find these? -
Civ: Germans (Cimbri, Suebians, Goths)
Obskiuras replied to wowgetoffyourcellphone's topic in Delenda Est
My real name is Alejandro Liaño. -
Theres also this mod. In the next release its not necessary any more.
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